Turn 5
Calla"That plan definately did not work, You sacrificed a kind considerate person for nothing!"
Bide my time and recuperate while they travel to a mainland somewhere
The old men seem momentarily puzzled at you speaking, seemingly having forgotten all about your existance. They exchange unreadable glances and one of them, a haggard-voiced bald giant, leans closer to speak.
'Child, do not downplay your sister's brave sacrifice. We cannot know for sure until we receive more information, but I have all confidence that she struck a blow for humanity the depths will never forget,' he says, like talking talking to an actual child. 'Both of you are valued members of the order. We would not have let her perish if we believed it would be in vain.'
Another of the old men cuts in, his gaze boring right through you to Stirling.
'Captain, child - go to Guadapari. Secure the artifact. We have the utmost faith in you.'
On cue, the channel cuts out. Stirling nods more to herself than anything, staring off into the distance still understandably shocked. A few moments later, there's a bright beep as the helicopter computer receives the data, GPS and coordinates locking in. A map pops up in the screen, displaying a medium-sized city hugging the coastline. A red circle envelopes a small building in the hills above the city - a church, you think. In a moment, it's replaced by a short report about local defenses and military and a larger map showing a bright red line from the open sea to the coast, with an estimated time of arrival. Stirling looks them over quickly and sets the helicopter moving again, muttering quiet instructions to you under her breath every now and then.
The next twenty minutes of your journey pass in silence, neither you or Stirling having anything to say to eachother. You try to distract yourself from thinking about Sophie by considering the panicked reports you overheard through the channel - it's a wonder you received so much intel on this Guadapari with everything going on - but then, they probably had several plans on the place already. But in any case, it had sounded like they were making sightings on multiple continents. You ponder on the scale of the Return, feeling a gnawing fear at the thought of mankind battling dozens or even hundreds of these things.
'...come in, Captain. I've got some bad news for you,' a voice abruptly cuts in through the comm, startling you both out of your reverie. Stirling gives a quick reply - you think you hear her say the other one's name - and the voice continues.
'We've been following Brazilian military dispatches. They've spotted the thing as well. Guadapari is going under lockdown - they're practically declared martial law. They'll shoot down any chopper that comes in without authorization,' he says.
'Any ideas?' Stirling asks, her voice bland.
'I suggest you drop the Seco-' he pauses, grunting, 'drop Calla some distance out of town and let her handle getting through them. Frankly, Stirling, you'd just be in the way.'
'She's never been in a combat situation before, Stefan,' Stirling says. Neither of them seems to pay any attention to you. 'She's too valuable to be risked like that.'
'Captain, I'm not sure if you've noticed but we're not exactly overflowing with resources here. If you can think of something better, do it. Otherwise, get her down there and secure the artifact. It's up in the church - she won't have any trouble finding it,' Stefan replies. 'That goes for the big beastie coming after you, too, so hurry up.'
Stirling acknowledges and the comms die again. She checks the GPS and gives the pair of you an ETA of ten minutes. At last, she turns to you. There's no real emotion in her voice, and to your surprise she asks for your opinion for a change.
'How do you want to handle this, Calla? What do you think we should do?'
Calla - Abyssal Hybrid
Health: Torso: Heavily Wounded!
Inventory: Empty
Traits and Powers:
*Beyond Human (As an Abyssal half-breed, you possess incredible physical and mental capability. You are capable of mental 'psychic' warfare and considerable thought suggestion, and of easy genetic manipulation by touch on-the-fly, even to fatal extremes. +1 to mental power, +2 to mutation and genetic alteration)
*Aura of Terror - INACTIVE (You share the Deep Ones' incapaciting presence, which causes deep fear and anxiety in the mortal psyche. You are currently suppressing your aura.)
Current Effects: None
Location: Aboard a Fellowship Helicopter, Atlantic Ocean
Alex VondgasAlex let at a primal scream and lept at the cultist. As he neared he pulled back his hand into a punch and sent it at the cultist's face. The other hand went for the gun.
[5] You decide to go for the cultist this time, and unleash a warcry that [1] prompts only a snarl and rifle-raising from your opponent. You move fast, [Dodge:3] though so does the mortal. Your first blow smashes into the metal instead of his face, the man moving out of harm's way just in the nick of time, but you continue the move and [BP:3][Damage:4+2+3-1=6] cleave his arm cleanly off at the shoulder. You don't have time enjoy the sight and the gushing blood, [3] as the hybrid pushes himself up with his arms and lashes out with his good leg. [Dodge:2][BP:1] He kicks high up and is rewarded with a resounding impact on your jaw. The hybrid's strange energy field focuses and supercharges the energy of the blow.[Damage:6+1-2=5] You're lifted slightly off your feet and brought down with a yelp of pain and a crash against the helicopter's side that sends [1] it into a catasthropic plunge towards the waters. Everyone loses their balance and the co-pilot shouts out a panicked warning. Then the helicopter smashes hard into the shallow beach water.
[3] You don't have time to think. The world seems to slow down, but what penetrate are the heat and nauseating movement and spatial confusion before the floor gives way and sends you flying through the slightly-ajar side door. Both you and the door go flying, fresh coastal air flooding your lungs once more, and then you're hitting the sand, [BP:5][Damage:1] but to your surprise you don't seem to have a scratch. You can't move for a moment, still skidding along the sand. It gets in your mouth and grates against your skin, though you don't actually feel any pain. Finally, you stop moving, spit the sand out and force yourself to stand upright.
[4] Looking back for the helicopter, you find yourself some distance away from a smoking black wreck, wreathed in small fires. You don't doubt that the other chopper won't see the black pillar arising from it, even if they somehow avoided comms with it until now. The humans inside are obviously dead, [2] but as you watch something pushes its way out of the wreckage, taking wavering steps towards you. Even covered in ash and bloodied and torn, you recognize the hybrid. He seems to be [1] completely unharmed aside from his earlier wound.
[4] Glancing left, you see the yacht veer towards the shore in the distance. As a black speck against the horizon, you see the second cultist chopper hovering in place. [6] For one thing you're glad - the Fae is staying surprisingly silent. Perhaps it accepted your offer of working together after all.
CombatantsSol Hybrid
*Left Leg: Heavily Wounded!
*Beyond Human (As a weak lab-born Star God hybrid, possesses crude understanding of his Nexus Field and possesses the superior strenght and toughness of all hybrids.)
*Nexus Field - OFFENSIVE MODE (+1 to Damage. Incapable of using alternative modes.)
Theo
*Approaching slowly
*Unharmed
*Heavy Pistol [4/5 - 2] (Fires one shot per turn, -3 to Damage)
*Veteran Agent (+2 to Combat Rolls, +1 to Dodge, -1 to Enemy Dodge)
*Squishy Mortal (+3 to all taken Damage, -3 to physical Damage)
Agent Rodriguez
*Approaching slowly
*Unharmed
*Heavy Pistol [4/5 - 1] (Fires one shot per turn, -3 to Damage)
*Trained Agent (+1 to Dodge, -1 to Enemy Dodge)
*Squishy Mortal (+3 to all taken Damage, -3 to physical Damage)
Agent Deronda
*Approaching slowly
*Unharmed
*Heavy Pistol [4/5 - 1] (Fires one shot per turn, -3 to Damage)
*Trained Agent (+1 to Dodge, -1 to Enemy Dodge)
*Squishy Mortal (+3 to all taken Damage, -3 to physical Damage)
---
Alex Vondgas - Imprisoned TitanHealth: Head:
Heavily Wounded!Inventory: Empty
Traits and Powers: *
Immortal Prisoner (In the back of your mind, ever-raging, ever-moving, lays 'the Fae', a Titan from before the dawn of history. By tapping into its power, you can take on incredible physical and mental capability. The more of yourself you give in, the more powerful you become, but the higher the risk of losing control is. Your current control level is Medium. +2 to physical damage, -2 to all taken damage)
*
Slow Regeneration (Your control over the Titan grants you slow wound regeneration. Heal all wounds by 1 on a 3-6.)
Current Effects: None
Location: Near a wrecked Sol cult helicopter, just off the coast of Thailand
Turiel"They were trained pilots..."
Turiel grasped the throttle and scanned the area for
a good spot to stay hidden while observing this 'Titan' better.
Fly to a vantage point that may locate the thing's weakness!
You turn the plane and begin inching closer to the Titan, careful to keep the unaltered fighters unaware of your presence. The Ancient seems to be getting more on the defensive, actively following and acknowledging the aircraft buzzing around it.
[6] You'd suspect the giant fleshy eye as a weak point despite the lack of damage from the hit earlier. It's hard to say, but the rest of the creature's body seems thick and solid. The being's lower chest and back, already damaged and seemingly bleeding molten gold, seem good targets for future attacks as well.
[6+1=6] The two remaining fighters come in for yet another run. They converge on the Titan's [Dodges:3-1-1=1/1-1-1=1][BP:6/3] right leg and stomach, impacting with whip-crack detonations. [Damages:3-2=1/5-2=3] The first doesn't even leave a mark, but the second sinks into an existing crack in the Titan's broken torso, blowing out a veritable fountain of white-hot gold that sweeps down a forest below. The Titan reels visibly, unleashing another howl [3][Dodge:1+1=2][Damage:6+2-1=6] that catches the second plane mid-air directly in front of the Titan's eye. Your superior senses and the KOSCHEI's systems pick up glass shattering and metal visibly bending inwards, after which the plane drops sharply and goes into a plunge. You can only watch as it spirals down before exploding against the steppe.
[2] It looks satisfied, though deciphering any information from the thing's stone-set features is rather difficult. The one remaining fighter pilot, on the other hand, is everything but. [3] He circles around for a minute, but then turns sharply away and heads for where it came from. On cue, the Projekt voice returns to your comms.
'State assets are withdrawing. We appreciate your patience, Operative,' you're told. 'Heavy bombers are on the way, but it will take some time yet. As such, you are free to engage. From your readings, I have personally increased your chances of survival in the official sitrep.'
Great. Now if only he didn't make it sound like a bet the staff were having or something.
The Titan watches the fighter flee for a few moments, then turns back to walking, probably thinking it has scared off its rival. Or something more complex - you have a nagging feeling the monstrosity could be surprisingly intelligent. [6] It takes a few steps before its gaze fixes on a nearby village, stuck in the open steppe without cover. The Titan begins to move ever-so-ponderously towards the settlement, crushing the road as it goes.
CombatantsSteppe Titan
*Lower Torso: Heavily Damaged!
*Left Leg: Minor Crater
*Lumbering Monstrosity (-1 to Dodge)
Fighter Formation *Third Fighter: Destroyed! Second Fighter: Destroyed!
*30mm GSH-30 Cannons
[-] (Fire three shots per turn. -3 to Damage)
*RUS Guided Missiles [1] (-2 to Damage, -1 to Enemy Dodge)
*
Fragile Machines (+2 to taken Damage)
*
Military Aircraft (+1 to Combat Rolls, +1 to Dodge)
---
Status: Unharmed
Location: Russian Airspace, Western Siberia
Equipment: *
30mm GSH-30 Cannon [-] (Fires three shots per turn. -3 to Damage)
*
RUS Guided Missiles [4] (-2 to Damage, -1 to Enemy Dodge)
Special Traits: * Field Booster (Capable of co-opting and considerably enlarging a pilot's Nexus Field.)
* Fragile Machine (+2 to taken Damage)
Turiel - Star God HybridHealth: Unharmed
Inventory: Empty
Traits and Powers: *
Beyond Human (As a Star God half-breed, you carry within your veins incredible physical and mental capability, but more importantly, innate knowledge of Star God technology and powers, including rudimentary control of your Nexus Field.)
*
Nexus Field - OFFENSIVE MODE (You have the power to control a personal force field that can be used to redirect and turn away attacks, supercharge fired projectiles, energy weapons and physical attacks, or knit together wounds or mechanical damage. Only one mode can be active at once. Defensive: +1 to dodge. Offensive: +1 to damage. Regenerative: Heals all wounds/damage by 2 on a 3-6.)
Current Effects: None
Location: Inside the cockpit of the KOSCHEI Modified Jet Fighter, Western Siberia
Alexei Zielkov and 'Doctor' Erik Tourigny"Damn it." Erik ignores the cultist and throws himself forward trying to reach their leader and stop him doing whatever he's trying to do.
Alexei perks his ears. Screaming and cackling, they are certainly on the right way.
The supersoldier asks him team some meters behind him and moves towards the noise, shooting the cult leader as soon as he sees him.
[2] Erik Tourigny throws himself forward, but so do the six standing fanatics. They crash into the hybrid, forcing him back with their sheer bulks. [4/4/4/1/6/3/3/3] One of them lets out a scream and turns to flee a moment after, and another simply breaks and falls down, all colour draining out of his face. Tears start streaming down his face uncontrollably.
[1] The second team barges in a second later, but in the half-light and chaos Alexei is momentarily stunned and simply stares, taking the situation in. [3/2/4/1] Zelenko and Darkin are not so slow. They rush to the balcony's edge and open fire, [6] both divining the importance of their leader in this case. [Dodges:1/1][BPs:6/3] Their powerful sidearms boom in the enclosed space and heavy-caliber bullets smack into the leader, blood blossoming from his arm and leg. He loses control of his foot and falls to one knee, [2] but doesn't stop the ritual words. [Damages:4-3+3+1=5/5-3+3+1=6] Not that it matters - the gaping hole in his arm gushes out enough blood to drown an army. He finally halts his speech, his gaze going from his wounds to Erik and to the agents on the balcony. Then he collapses, his one good foot giving away, and his body topples down from the altar to the floor.
Silence falls. [2-2=2/1-2=1/1-2=1/4-2=1] Then, one by one, the four remaining cultists begin screaming and collapse, some sobbing, some simply staring blind into nothingness. Erik stands in the middle of twitching madmen and nods his thanks upstairs.
The captive on the slab begins fidgeting even more earnestly, soft sounds carrying through the cloth in his mouth. The agents and Alexei begin moving down the stairs, keeping their guns fixed on the incapacited cultists.
Combatants (The Altar Chamber)Agent Zelenko
*Unharmed
*Heavy Pistol [2/5 - 1] (Fires one shot per turn, -3 to Damage)
*Trained Agent (+1 to Dodge, -1 to Enemy Dodge)
*Squishy Mortal (+3 to all taken Damage, -3 to physical Damage)
Agent Kaminski
*Unharmed
*Heavy Pistol [3/5 - 1] (Fires one shot per turn, -3 to Damage)
*Trained Agent (+1 to Dodge, -1 to Enemy Dodge)
*Squishy Mortal (+3 to all taken Damage, -3 to physical Damage)
Agent Darkin
*Unharmed
*Heavy Pistol [3/5 - 2] (Fires one shot per turn, -3 to Damage)
*Trained Agent (+1 to Dodge, -1 to Enemy Dodge)
*Squishy Mortal (+3 to all taken Damage, -3 to physical Damage)
Agent Mihailov
*Unharmed
*Heavy Pistol [3/5 - 1] (Fires one shot per turn, -3 to Damage)
*Trained Agent (+1 to Dodge, -1 to Enemy Dodge)
*Squishy Mortal (+3 to all taken Damage, -3 to physical Damage)
---
Alexei Zielkov - Experimental Superman
Health: Unharmed
Inventory: Compact SMG [18/18 - 2] (Fires six shots per turn, -3 to Damage), Heavy Pistol [5/5 - 0] (Fires one shot per turn, -3 to Damage), Flashbang [1]
Traits and Powers:
*Genesculpted Superhuman (Your extensive genetic modification and training have made you superior both physically and mentally to any other human being alive. The Shackled, on the other hand, are another matter entirely. +1 to all Damage taken, -2 to physical Damage, +1 to Dodge.)
Current Effects: None
Location: Just outside the altar chamber, Warehouse 59, Vladivostok
Erik Tourigny - Abyssal Hybrid
Health: Unharmed
Inventory: Empty
Traits and Powers:
* Beyond Human (As an Abyssal half-breed, you possess incredible physical and mental capability. You are capable of mental 'psychic' warfare and considerable thought suggestion, and of easy genetic manipulation by touch on-the-fly, even to fatal extremes. +2 to mental power, +1 to mutation and genetic alteration)
*Aura of Terror - ACTIVE (You share the Deep Ones' incapaciting presence, which causes deep fear and anxiety in the mortal psyche. You are currently not suppressing your aura. -3 to Combat Rolls around you, fear checks every turn)
Current Effects: None
Location: Inside the altar chamber, Warehouse 59, Vladivostok
Alfonz WulfricUse more of my lifeforce to boost my speed, and begin to pelt the nearest mutation with all the speed, and strength I can muster. If I score a successful hit absorb the life force of that creature, and turn it into a combat doll.
[6] You draw on the well in the back of your head, filling yourself with the sweet raw energy of life. Your wounds begin to close up fast, your bones knitting back together audibly. The last fragments of your previous boost are ebbing away, so you move fast.
[6] You zip back, a blur and a flash in the mutation form's eyes, making your way down towards the wrecked terminal. Then you turn, slowly - and charge.
[Dodge:2][BP:3] You cross the distance over with a single bound, and throw yourself forward with another - smashing elbow-first directly into the mutation form's arm. [Damage:6+2=6] There's a wet rip of flesh and muscle and the sharp crack of breaking bone and the monster's arm is separated from its body. You roll down with the arm in your grasp, and don't need to look to see the mutation form stumble and collapse, dead.
[2] Another snake-like monstrosity reaches you, hissing. [6] The first one attacks, [Dodge:4] but with your newfound superspeed and innate strenght you flick it aside with ease. The rest of the mutation wave continues to approach.
Your original life force boost dies out, but you still have the benefits from the second.
CombatantsSerpentine Mutation Form
*Unharmed
*Swarm Form (-2 to Damage, +2 to Damage taken, +1 to Combat Rolls)
Serpentine Mutation Form
*Unharmed
*Swarm Form (-2 to Damage, +2 to Damage taken, +1 to Combat Rolls)
Approaching Mutation Forms
*A dozen, varied speeds and times of arrival?
*Multiple types?
---
Alfonz Wulfric - Imprisoned ReaperHealth: Torso: Slightly Wounded! Left Arm: Minor Cut!
Inventory: Empty
Traits and Powers: *
Immortal Prisoner (Drawing from the Reaper in you rhead, you are physically and mentally superior to any normal human on the planet. You have innate power over the life forces of living beings, and can draw, give and imbue it at will. Your current level of control is high.)
*
Life Force [0/6] (You can imbue objects and living beings with life force to create more potent weapons and combat constructs. You will regain spent life force automatically over time, and by devouring others - though this bears the risk of harmful energy damaging you. You can also draw the life force of others and imbue it as long as you also include some of your own.)
Current Effects: Strenghtened Physique (+1 to speed and charge rolls, 3 turns remaining)
Location: Middle of the Runway, Lakefront Airport
---
And thus we follow a pattern of our heroes being thrown out of aircraft moments before their destruction. Go Alex. >_>